Welcome

This page is dedicated to volume rendering aimed at terrain. The terrain aspect means, that it's all about huge meshes being displayed with high performance via a level of detail mechanism. Thanks to volume rendering, caves, cliffes, holes and similar geometry can be displayed. Also constructive solid geometry gets easy.

Basically, this page describes how the volume component of the graphics engine OGRE is implemented. Head over to the table of contents for more details, best is to start with the introduction of course. Not everything is online yet, but every few days, a new article gets published, just follow the blog below to stay up to date.

If you like this work and want to support it, feel free to donate something or click on any Flattr button!

After a while (well, almost exactly one year), it’s time to continue with some new material. The introduction and the very first article about Constructive Solid Geometry is now online, covering some basic shapes.

With the Level of Detail mechanism, very large volume terrains can be rendered. An introduction article is now online, presenting how the different parts are connected and so giving an overview. Those will be then described in single articles.